September 18, 2009 / 5 Comments

Check Out That Back

Looks like no one’s been reading lately. That’s okay. I’m used to people not listening to me.

And now you’re probably all at Horror Realm.

Bastards.

Then again, maybe I just need to rant about better topics.

Speaking of which, we were going to discuss that ever-growing backside of yours. And when I say backside, what I really mean is backstory. They’re pretty much interchangeable, because nobody wants to look at your backstory unless it is just perfect.

A few months back there was a response here from loyal follower #11 (who has since moved on to read Craig Mazin’s very informative blog, The Artful Writer) that rather than getting tighter, he often found his manuscripts growing as he did draft after draft. The characters became more nuanced, the story filled out, and the page count went up. I’ve had this happen, too. I think it was the second or third draft of The Suffering Map that introduced Theresa, the cleaning woman who overheard many things that took place at the Memory Lane antique shop. And I’ve also mentioned police detective Barroll and his partner, Lt. Cheryl Vacha.

Y’see, Timmy, a lot of stories get bulked up on backstory, because people keep introducing stuff in draft four, eight, or fifteen and assume this is essential material simply because it’s in a later draft. After all, I said a while back that by your sixth draft you should be more or less solid, yes? So by my own words, anything in the sixth draft must be essential, right?

Wrong.

What I eventually came to realize was that these weren’t later drafts of The Suffering Map. This was still me working on the first draft. I hadn’t figured out who these people were, what their motivation was, or why they all looked at each other nervously at a mention of Uncle Louis. What I thought was refinement and polish was still just me getting the raw materials together. The serious cutting hadn’t even begun yet.

The real problem with backstory is that it means moving back, and you want your story to go forward. Every page of character history means two pages you have to write to get the story to a new point. God help you if you decide to start with ten or twenty pages of backstory, because that means you’re in the hole on page one.

Not to mention the fact that so much backstory is completely unnecessary. At least four or five of you keep reading this collection of rants even though you have no idea what my brother’s name is, the name of the first girl I kissed, or what the first story I wrote was about. Does it keep any of you from absorbing or mocking what I say here? Not at all. It’s unnecessary.

It all comes down to what the reader needs to know. I gave the example once that no one talks about Masada at any point during Raiders of the Lost Ark because that film has nothing to do with Masada. In a similar vein, we don’t need to know how Ferris Bueller got his two-tone leather jacket, what Atticus Finch’s mother was like, where Hannibal Lecter studied for his doctorate, or which mission the Colonial Marines were on before the events of Aliens.

Keep in mind, I’m not saying that these aren’t interesting stories. In the hands of skilled writers, many of them would probably be very entertaining. The key thing here is all these stories were in the hands of skilled writers, and those writers chose not to include any of this. I was reading a film review a few weeks back and the critic, Nathan Rabin, made the very keen observation that stories like Star Wars and The Lord of the Rings saga succeed despite their elaborate, epic backstories– not because of them. Backstory can be an amazing, powerful thing if it’s used at the right time and in the right quantities.

If it helps, think of being a writer like being a bodybuilder. One of the skills of being a competitive bodybuilder is to develop all of your muscle groups equally. You can’t ignore your shoulders while you do constant abdominal work, and your legs will suffer if you focus too much on your arms. More to the point, we’ve all seen the people with the unusual physiques who do these unbalanced workouts. The folks whose arms hang away from their bodies or whose shoulders always hunch forward. The ones with no neck. These people developed one muscle group so much it overpowers others and distorts the overall image. They’re phenomenal muscles, don’t get me wrong , and they could probably crush my flimsy writer hands with… well, whatever part of their anatomy you picture we’re talking about… but they fail as bodybuilders because they’ve developed things in the wrong proportion.

If Mr. Berenson the grade school teacher suddenly displays an amazing aptitude for wiping out ninjas and hijackers with nothing but a stapler and his bare hands, it might be worth mentioning he spent seven years in the Special Forces and how he ended up teaching kids the right way to use an apostrophe. However, if the PTA meeting got snowed in and they’re just sitting around waiting for a plow, telling that same story is now just a bit of excess padding.

There is a flipside to this, of course. To stick with the bodybuilder analogy, it’s when the writer doesn’t put in anything and the characters are left looking like anorexics. The readers are left wondering who all these characters are, why this action is happening, and why everyone speaks cryptically about “The Omega.”

Your characters need a backstory, believe me. It has to be there, and you as the writer should know it backward and forward. But that doesn’t mean you need to tell all of that backstory and nuance to the reader. A lot of it’s going to be irrelevant. Some of it you’re going to want to keep shrouded in mystery.

And, yes, some of it you’re going to need to tell.

Next time, it struck me that I’ve been ranting for ages about stuff that goes into stories, but I’ve never really said anything about the stories themselves. So let’s hope the deadline gods are kind to me so I can pontificate about that for a bit.

Until then, go write.

September 10, 2009

Bring on the Bad Guys!

Very sorry I didn’t get to post anything last week. Spent the time trying to hammer out a last few wrinkles in my current project… and hopefully succeeding. Guess we’ll know soon enough.

But enough about me and my problems. Let’s talk about your problems. To be more exact, let’s talk about the people who are causing problems for your characters.

The technical term for this person is the antagonist. He, she, or it is the entity that’s opposing your hero or heroine. Simply put, it’s the bad guy. There are cases where the antagonist is actually the good guy in the story, or at least the more respectable one, but those tend to be much larger, Shakespearean-level stories (well, when they’re done right) than anything most of us are dealing with. There are also cases where the antagonist and the villain are two separate characters (yes, it can happen– look at The Fugitive). So for ease of discussion, I’m just going to be tossing stuff out with the understanding that the antagonist is the bad guy for whatever story we’re working on.

(That title’s another pop-culture reference, by the way, but only the older geeks will get it…)

The bad guy can make or break your story. Whether it’s an enemy general, a high school mean girl, a homicidal sociopath, or even just the overbearing boss at the office, the bad guy has to be just as solid and well developed as your main character. How many books have you read or movies have you seen which failed because the villain was just a two-dimensional caricature tossing out random challenges and “threatening” lines.

So, a few things to keep in mind when crafting your antagonist. Like most things I toss out, they’re not all hard-fast rules, but I think if you look back over some of your favorite books and films, you’ll see that the most memorable bad guys tend to be…

Smart — No one’s saying the bad guy has to have a degree from Oxford, but if you’ve got a gullible character who has trouble opening closet doors and can’t string two thoughts together, it’s going to be tough convincing your audience he or she somehow rose to the position of being a real threat. There’s book smart, street smart, and even just plain old animal instinct. But the reader has to believe your bad guy has a brain in his or her head. Remember, few things are more intimidating than a villain who’s a step ahead of the hero–especially when that puts him or her a few steps ahead of the audience, too. In Die Hard, when Hans Gruber quickly assumes the identity of a cowering hostage, we all think John McClane is smart for asking his name and department… until we realize Hans assumed this would happen and already memorized the office directories.

Motivated — The hero has a believable motivation, and the bad guy should, too. There has to be a reason they’re doing whatever it is they’re doing. Robbing homes, starting wars, humiliating people, killing kids at a summer camp– none of these things are done just for the heck of it. In fact, one of the worst motivations a character can have is “just because,” which is probably the only thing worse that saying “because he’s insane!! If the writer knows why these acts are happening, it helps flesh out the bad guy and make him or her more than a forgettable cut-out. The men who betray Edmond Dantes in The Count of Monte Cristo all have different reasons for screwing him over, but every one of them has a solid motive for sending their friend off to prison.

The Good Guy – This one’s definitely not hard/fast, but it’s an important one to consider, especially when you look at the last one. Many of the best villains honestly think they’re doing the right thing, so their motivation is similar to the hero’s (even if their methods are a bit questionable). Magneto in X-Men saw one of his subsets of humanity (the Jews) almost exterminated in World War II, and so he’s determined not to let that happen to the other subset he belongs to (the mutants). The flipside of that is Josef Mengele in The Boys From Brazil, who honestly believes what he’s been doing is the right thing, even though pretty much every historian on the planet would disagree.

Doesn’t act like the bad guy — It’s easy to make someone the obvious bad guy. How many romantic comedies have you seen where the love interest starts off paired up with some who is so obviously not right for them? It’s easy to have the third leg of that romantic triangle be a jerk or a bitch. When the bad guy straddles that gray line, they’re a lot harder to write off. They also tend to be much creepier, because once their true nature is revealed it becomes clear how manipulative this character is. Consider Nazi Colonel Landa in Tarantino’s recent Inglorious Basterds. He’s a pleasant, polite, smiling goof who laughs at every joke…and yet the audience can’t help but be on edge around him because of it, wondering when and if the other shoe’s going to drop.

Calm – again not a hard fast rule, but like I was just saying, the quiet, friendly villain is almost always scarier than the shrieking, raging one. Just like with heroes, someone who’s calm is in complete control of the situation. Part of the eeriness of the original Jason Vorhees was he was slow and quiet. Never rushed, never crazed. Who was really scarier in the original Star Wars— Darth Vader who psychokinetically strangles a guy? Or Grand Moff Tarkin, who blackmails the princess with the life of a whole planet… and then coldly wipes it out anyway after she cooperates? And didn’t Vader jump up a few creepy notches in Empire Strikes Back when he calmly invited the heroes to join him at the dinner table? Heck, consider that when we first meet Hannibal Lecter in Silence of the Lambs (either the book or the film) he’s meticulously pleasant, doesn’t make one threat, doesn’t raise his voice… and leaves us squirming in our seats.

Limited — When I talked about superpowers a few weeks back, I mentioned that the more believable tales tended to involve characters with limits. An all-powerful antagonist is just as boring as an all-powerful hero. Superiors, vulnerabilities, emotional weaknesses– there has to be something that convinces people from early on that the antagonist can be overcome. Every tyrannical office manager has to answer to a supervisor, who has to answer to a junior executive, who has to answer to a senior executive. Captain Barbossa had a few unlucky gold coins. Randall Flagg is nightmarishly powerful in The Stand, but most of his power stems from people believing he’s nightmarishly powerful. Bad guys need their own swords hanging over their heads.

Finally, one or two things to avoid. First, you don’t want your bad guy to be a dupe. It’s almost always frustrating on some level to get to the end and find out the bad guy has been blackmailed/ brainwashed/ manipulated into the role of the bad guy. If you saw the recent G.I.Joe film, you probably remember how silly and pointless it felt when it was revealed the Baroness was really a good woman who’d been hypnotized by… nanotech… or something. Not saying it’s impossible to make this little twist work, but it has to be played with carefully because it’s one of those elements that bad writers have pushed to the edge and now it’s teetering on cliché.

Also, you probably don’t want your bad guy to have some secret, hidden past ties to your hero. Ever since we found out Darth Vader was Luke’s father (and I would apologize for the spoilers but come on! Where have you been?) it’s been an easy out for writers to drop in this sort of thing as a weak attempt to flesh out characters. Janie and Megan were best friends back in grade school. Dillon and Dutch served in the same military unit. Jake and Mitch used to be in love with the same woman. These sort of reveals seem clever at first glance, but more often than not they’re pointless and have no real bearing on the actual story. If you’ve got some of these ties in your manuscript, try cutting them out and see now much they really affect the story. If you’ve got less than ten lines of rewrites to do after removing them, you probably didn’t need them.

And there you have it. Whether your bad guy is a bionic ninja warlord from the future bent on conquering the Earth or just Britta from fifth period English who wants to be prom queen no matter what, hopefully something in this little rant will strike a chord with you, one way or another.

Next week–and it will be next week, I promise–I’d like to rant a little about your backside. It’s getting a little sizeable, and not in that good way…

Until then, go write. Go! Who’s stopping you?

August 27, 2009 / 2 Comments

Getting in on the Action

Well, since not one of you voted last week, I got to seize power again and decide what to rant about this week with no input or opinions. Viva Democracy! The system works!

So, speaking of things working, action can mean a bunch of things. It can be Yakko finally getting a backbone and standing up to his abusive boss. It can be Wakko fighting off cyborg ninjas from the future. It can be Dot running from a serial killer deep in the forest one night because she was doing naughty things at summer camp.

We all want to do cool action, because it’s fun and it’s memorable and it makes producers think “this would look great on the big screen– give that writer a quarter-million dollars!” But most of us have probably read a book or three with painful action descriptions, and any script reader can tell you about the dozens they dropped because the action scenes were sleep-inducing at best.

Probably the most common problem I see with action is a desire to put in all the action. Every single instant of it. Every gunshot, every punch, each flail of the legs as someone tries to climb up a cliff, and all the individual roars of an angry dinosaur.

Thing is, too much detail slows action down. It can be the most amazing bit of kung fu fighting ever, but each time the writer pauses to describe the harsh open-palm strike which is blocked with a swift overhand block which rolls over the wrist and into a hold to create an opening for two quick punches, one to the face, one to the… man, that should be half a second of fighting, but it’s two lines here. That is one slooow, overwritten fight.

Putting in all the action also tends to get messy from a vocabulary point of view. Bad enough the writer is putting in all seventy punches, but they also know that seeing “punch” seventy times on the page is going to get dull. So suddenly the combatants are punching, hitting, striking, whamming, banging, thrusting, pounding, blasting… It starts feeling needlessly complex, and yes, you should also notice that it starts sounding vaguely pornographic as well.

Now, compare all that to this…

Their hands were a blur of strikes, blocks, and counterstrikes.

I didn’t give as much information, but I did convey a much faster, intense scene, and with far fewer words. Fewer words means a faster read, which means a faster fight.

In my mind, action is a lot like character descriptions. You want to give broad strokes and only use fine details when absolutely necessary. Let the reader fill in a lot of it– because odds are they will anyway.

Action, by it’s very nature, is usually fast, so use this as a rule of thumb. If something is only taking a few moments to happen in your story, it should only take a few moments to read. If there’s an important detail that will matter later in the story, sure, add it in. But otherwise, keep it clean and simple.

Another key note… it has to be possible for the reader to visualize the action. One screenplay I read a while back had gladiatorial games where one man was pitted against three hundred. It actually said that in the script– “Now he fights 300 men with just his sword.” This was going on in the background, for the record.

Gigantic action scenes involving a hundred thousand people are cool, but they’re hard for someone to keep in their mind. That’s why such huge battles tend to concentrate on smaller, individual conflicts. In Tolkien’s The Two Towers, thousands fight at Helm’s Deep, but we’re mostly concerned with Aragorn, Gimli, and Legolas. When Dan Abnett writes about the Tanith First and Only on a battlefront, he tends to focus on Gaunt, Mkoll, or Rawne, not on the regiment as a whole. Saving Private Ryan is about World War Two, but it’s mainly about this one small unit of soldiers.

Visualizing can also be a common knowledge problem. It’s cool that the author knows all the Japanese names for every kick, punch, strike, and block from each of fifteen fighting styles… but does the reader know them? Do they need to? From an audience point of view, it there a huge difference between a hail of bullets from an M-16 and the spray of lead from an AK-47? Anything that makes your readers pause to consider what’s going on is slowing down the action and it’s breaking the flow of your writing. Especially watch for this in genre material, where writers can be making up completely unique weapons and fighting styles. It’s great that Nimwadda is a Zonbovac master with his gwerttig, but it’s a lot easier to visualize if I’m told he’s a world champion axe-fighter… even if it’s a special goblin axe.

A special note for screenwriters. A lot of action stuff gets redone on set, for a variety of reasons. Time is one. Money’s another. Plus, let’s face it… most stunt coordinators have a better idea how to set up a cool-looking fight on screen than most writers do. That’s their job, after all. They’re also keenly aware of what’s possible– and what’s safe— for the stunt teams and actors to do. I heard a funny story from the live action Spawn movie, about the petulant writer/ director who was angry a stuntman wouldn’t do one stunt sequence he’d blocked out… because it almost certainly would kill the stuntman.

In a screenplay, worry about setting the mood and tone of an action sequence more than a shot-by-shot description of the sequence itself. The swordfights in The Princess Bride have a very different tone than the ones in Highlander. The slugfests in Rocky are not like the ones in Hellboy. Skim over the action itself, just make it clear what kind of fight it is, which way it’s going, and who wins.

As an example, let’s look at the lobby battle in The Matrix. Neo steps through the metal detector wearing a hundred guns he borrowed from his grandfather’s arsenal and then it’s mass carnage. From the moment we see Neo’s boots coming out of the revolving door to the moment he and Trinity step into the elevator is almost precisely three minutes, fifteen seconds of bullets, karate, acrobatics, and aggressive redecorating.

How long is it in the script?

About half a page. Ten lines.

Neo and Trinity walk in, he guns down the guards. More guards come, they’re gunned down, and our two heroes continue on their way, cool as ice. That’s it.

However, it’s still okay to note key elements of a sequence. In The Princess Bride, we need to know that Inigo and the Man in Black both switch hands during their swordfight, but we don’t need to know which steps their blades clash on as they work their way up the staircase. Watch a couple films with elaborate action sequences, like Equilibrium, Brotherhood of the Wolf, or even (dare I say it) Attack of the Clones. There are long stretches of action, but what stands out? What catches your eye? Remember the “hallway of death” in Equilibrium? We remember the auto-loaders in Cleric’s sleeves, his roll onto the “weeble” clips, and him kicking up the rifle near the end. There’s a lot more to the scene than that, but that’s all you’d need to focus on.

So that’s where the action is, if you’ll pardon the pun. And if you won’t, well… you should’ve voted when you had the chance.

Next week, we bring on the bad guys and talk about why John Saxon never got to play a good screen villain, but Alan Rickman did.

Until then, take action. And go write.

May 15, 2009 / 2 Comments

Geek Stuff

Okay, time for a personal confession.

I am a geek. Long time nerd. I was one of those sci-fi/ fantasy/ comic-book weirdoes long before most of you reading this were born. An outcast all through grade school and high school with only a few equally geeky friends.

I saw Star Wars in the movie theater when it was just Star Wars. None of this tacked-on- “Well, I always planned a trilogy of trilogies”- A New Hope nonsense. I remember when the Doctor turned into a tall guy with curly hair and a scarf, back at a time when you knew Daleks were supposed to be scary but couldn’t quite figure out why. I devoured the tales of Hawk the Slayer, Rom the Spaceknight, and John Carter, the Warlord of Mars. I remember the X-Men when they weren’t cool and Wolverine dressed in bright yellow spandex. Heck, when I learned how to play Dungeons & Dragons it was just two magazine-sized paperbacks with red and blue covers. It was a proud, thrilling moment for me when I first found out I was going to work on a Beastmaster movie (the shame came later).

Alas, sci-fi and fantasy get a bum rap from most folks, and those two genre tags are often seen as a kiss of death by agents, publishers, and studios. Heck, producer Ron Moore went out of his way to keep people from calling Battlestar Galactica sci-fi, despite that glaring network label. Michael Crichton’s Jurassic Park was almost never shelved in the sci-fi/ fantasy section. Same with his Eaters of the Dead and all those Harry Potter books.

What years of digesting this stuff have shown me, though, is a lot of bad genre stuff tends to be bad for all the same reasons. Oh, there are some films and books that have found bold and daring ways to be awful no one could’ve possibly thought of (for examples of this, I recommend the novel Einstein’s Bridge and/or the film Women of the Prehistoric Planet), and there are a lot of the same basic problems you’ll see in any story or script, but overall the lethal genre flaws tend to fall into three categories.

One of the biggest mistakes I see in a lot of genre stuff is writers who are trying to make it too amazing. They cram in everything they can think of, every idea they have. It’s a bit like when that one overeager kid got to be the Dungeon Master for the first time and created that dungeon with fifteen platinum dragons and twenty giant purple worms and thirty minotaurs armed with +5 flaming swords and every door had a poison needle trap and… and… and…

I read one sci-fi screenplay a while back that dealt with a character awoken from cryogenic suspension thousands of years in the future, superhuman bio-technology that let people live at an accelerated rate, the different physics reactions this accelerated rate caused, gladiatorial games, social clans, an arms race, interplanetary civil wars, and an ethical debate over cloning. These weren’t just touched on, mind you, but all were essential, key elements in a 100-odd page script.

The problem with writing screenplays or stories like this is your audience has nothing left to latch onto as they’re overwhelmed with everything that’s different. The location is different. The rules are different. The people are different. Motivations are different. The writer may have created the most unique 37th Century world ever, but the audience needs to be able to understand to it now.

This leads us right into problem two—when the writer tries to explain all of it. I think most people reading this have seen a story or script that suddenly deviates into exposition. Characters will suddenly spout out a page or three on what the fabled Amulet of Sativa can do once it’s soaked in the blood of an innocent or how space travel works. Worse yet, sometimes this explanation will just pour out between the dialogue as the writer talks directly to his or her audience.

What this leads to is stories that are phenomenally detailed and exotic, but nothing ever actually happens in them. Five pages explaining why the Cawdor hive-gang has hated the Escher hive-gang for the past twenty years is really just five pages of characters sitting around twiddling their thumbs.

And this leads us to big problem number three—when the writer doesn’t explain any of it. Strangers make ominous proclamations. Disturbing photos arrive in the mail. Eerie carvings of strange, vaguely-familiar symbols are found on the wall. And people don’t address or flat-out ignore all these odd things.

A lot of the time, in my experience, this is a desperate attempt to create an aura of mystery and amazement around the characters or events when there really isn’t anything mysterious or amazing there. The writer just watched a lot of episodes of LOST or Fringe or maybe just the Matrix one too many times.

So, how can you beat these problems? How can you prove to editors, agents, and readers that your genre work is true literature and not at all like the feeble attempts of these other fanboy hacks who’ve been encouraged by their geek friends?

(Apologies to all my geek friends—I wasn’t talking about you.)

For that first problem, have a touchstone. Make sure your story has a main character your audience can immediately relate to. A protagonist who hates their job. Somebody lusting after someone they can’t have. Someone who feels like an outsider. Simply put, a person who has a universal need or desire. I’ve mentioned once or thrice that believable characters make for believable stories, and that’s especially true here in the genres. Luke Skywalker was a small-town boy who didn’t want to go into the family business. John Carter was a Civil War veteran from Virginia trying to find a purpose after the war. Ellen Ripley was the second in command of a mining ship who just wanted to get home to her daughter. Once the reader can believe in your characters, they can believe in what’s happening to your characters. This is a large part of Stephen King’s success, that 95% of his stories involve absolutely ordinary people living absolutely ordinary lives. By the time clowns crawl out of the sewers or a wall of mist rolls across the lake, the reader’s already invested in those folks. We believe in the characters, so we have to believe in what’s happening to the characters.

There are two things you can do for the second problem. One is to trim out anything that doesn’t need to be there. You may have the coolest take on vampires ever, but if you’re only including the vampires because you’ve got this cool take, yank them out and have your characters get attacked by bandits. It’s really cool that you’ve created the entire history and art of the nidhar, an ancient short-range weapon consisting of an array of blades that are held one between each finger before releasing them… but couldn’t your character get by with just a throwing knife?

Here’s a helpful example. Isaac Asimov once wrote a clever short story called “Nightfall,” later expanded to a novel of the same name. In the preface, he explains that he uses miles, hours, and years not because his planet is related to Earth, but because he saw no point in overcomplicating the story. If it works for the master…

The other thing you can do is fall back on the ignorant stranger method I’ve mentioned a few times. It’s nifty that taxicabs and busses are all electric and run by robots at this point in the future—but doesn’t Yakko already know that? I mean, he’s from the future, right? Shouldn’t Lord Murrain already know why he sent his henchman, Wakko, off to search the arctic wastes for a year (to search for the legendary Ice Sword)? Why does Wakko need to explain where he’s been? If this material isn’t vital to your story, trim out that paragraph or three of exposition and just trust that your readers are smart enough to understand future taxis are cool and Wakko found that which he sought.

To solve that third issue, make sure you know what you’re keeping secret, and that it really is a secret. Nothing will frustrate your audience more than to struggle and stumble through a whole story and then realize the writer has no intention of revealing the big mystery, or that there really isn’t one. Figure out what the story’s secret is and work backwards, making sure characters are motivated to hide it and/ or smart enough to uncover it.

Here’s a fun little tip I once heard from that nice lady over at A Buck A Page. Your main character should mirror your audience. So if your main character is constantly saying “I don’t understand,” or “What does that mean?” it probably means your audience is, too. Or, worse yet, they already hate your main character for being a $#&%ing idiot and threw your work across the room fifteen pages back. This also gives you a great guideline, though, of when stuff should be revealed. If you’re well into the third act of your tale and the main character still doesn’t have a clue what’s going on… well, I’m sure a few of the readers will keep reading to the end. Three or four of them, at least…

And that’s all I’ve got for you, unless anyone wants to debate Shogun Warriors vs. Micronauts. Hopefully this’ll help get some more good genre stuff out there for eager audiences.

Next time, just for fun, let’s kill a few babies.

Until then, get back to writing.

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